<i>Thinking Animation: Computer Graphics Skills for Traditional 2D Artists</i> takes traditional animation principles and tricks and explains how to apply those to animating on a computer in today’s high-tech studio environment. This book speaks to both the CG animator trying to understand the principles applied to Computer Graphics and the traditional animator trying to crossover, and how they can use what they already understand to animate on a computer. More than 40 of today’s directors, story creators, supervisors, and animators were consulted to deliver a well-researched, information-soaked, and entertaining package. This 4-color book includes a traditionally drawn character converted to CG used throughout the book to illustrate key strategies for going from hand-drawings to computer-drawings. The book provides some historical information for reference, and then delves into story preparation, character preparation, character development, rigging, animation, and animated-character acting
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"Thinking Animation: Computer Graphics Skills for Traditional 2D Artists takes traditional animation principles and tricks and explains how to apply those to animating on a computer in today's high-tech studio environment. This book speaks to both the CG animator trying to understand the principles applied to Computer Graphics and the traditional animator trying to crossover, and how they can use what they already understand to animate on a computer. More than 40 of today's directors, story creators, supervisors, and animators were consulted to deliver a well-researched, information-soaked, and entertaining package. This 4-color book includes a traditionally drawn character converted to CG used throughout the book to illustrate key strategies for going from hand-drawings to computer-drawings. The book provides some historical information for reference, and then delves into story preparation, character preparation, character development, rigging, animation, and animated-character acting.
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